Somehow this manages to be both pretty and utterly unappealing at the same time. The 2006-era TD gameplay doesn't help. Annoyed by needing to type in a name. The music makes my teeth hurt. The cute critter towers scare me. Upgrading the towers barely seems to increase damage, and the supposedly special "wild" powers don't activate enough to make up the difference. No rollover tooltips makes everything harder. Some loading screen tips are actually incorrect. There is a lot of very subtle planning and design work that goes into an appealing tower defense game. Go back, do your homework, and try again. 2/5
Very cute, and the bouncing is even cuter. Still, this is about the level of a good proof-of-concept demo, and is very, very thin. More types of bunnies, more levels, and above all more depth in the defense strategy is needed. It's nice to see a game without upgrades for a change, however with no selling, no moving, strongly restricted placement boxes, and especially the aggressive price increases, there really aren't meaningful *strategic* choices to be made. One could argue that most tower defense games reduce to puzzle games, but this one does so within the first five minutes of play.
Scoring this as a concept/programming demo I'd give it a 5, but in terms of real content delivered it's in the 3 range. Still, I'd love to see a follow-on with much, much more content.
So... I have to "unlock" all my towers every level? Every single level, I have to build five mounted guns before I can deploy AA? Every level I have to kill thirty enemies before I can put down a cannon? That's just incredibly dull and repetitive. "Upgrade tasks" are even worse. You could do this in a game with much longer scenarios, perhaps, but I have no interest in plowing through short levels like this. (Air) Units fighting back is not original, but innovative at least. A shame that it's implemented so poorly. The combination of map modification and terrain-destroying enemies is clever, but the map grids are so granular (14x14) that there isn't room to do anything really interesting with them. And it doesn't help that you have to go through the crappy task/upgrade/grinderific process to get the walls unlocked to use. I'm giving this 3/5 for trying to do lots of interesting things, but honestly it's just 2/5 in terms of real fun.
Nifty ideas. Really crappy level progression and tutorial. Level ten in particular is an utterly bogus step up in difficulty, requiring tactics which are never introduced to be used immediately and perfectly. Not going to bother continuing.
A pleasant twenty minutes of gaming. Definitely too short, probably too easy. While I realize there is a limit to the variations of "water in pipes", a couple of extra piece types would greatly increase the possibilities and complexity. A lot of the later levels seemed to assemble themselves.
Good idea: Spooky little goblin that's very very hard to kill. Bad idea: Invincible mob that you can't even damage unless you guess the right unit to bring along. Really lame stuff. On the whole, this installment is quite disappointing. Without the direct user-controlled defense element (the spells barely count) which the early EW's relied on, without manual control of building, without any real resource management, the game devolves to a one-dimensional slog, with the single strategy of screen, mass, rush. Yawn.
If this were a parody of WoW, I really wouldn't have any problem with it. If it were a tool for helping someone play WoW, that would be fine. This isn't either of those things - you've simply written your own game, and stolen someone else's setting and content to do so. Would it have been too hard to make up your own names? Your own icons? Leave out the backgrounds? This is just slimy, and it's shameful that Kong allows it on their site.
I rather like the styling, but I'd suggest making the actual numbers darker. The low-contrast grey-on-grey is going to make eyes hurt. I can't comment on Andy's complaint, as I'm not a hardcore sudoku player, but I hope it's not true. A penciling option would be nice (click-hold for a second?) but I don't use it. You've got the idea of accumulating wins/points towards unlockable content here - try expanding on it more: colors, fireworks, hints (gag), more.